I had the fortunate
opportunity to interview composer Tim Follin of St. Helens, England, on
March 4, 2000.� Tim began programming music on the Spectrum computer
in 1985.� From 1987 to 1991, he wrote tunes on the Commodore 64 SID
chip, displaying a characteristic style unmatched by any other SID musician
then or now (apart, perhaps, from his brother Geoff).� Tim now works
as a freelance musician and is currently finishing up the score for the
Dreamcast version of the Ecco the Dolphin video game.� Tim's new home
page can be found at wkweb5.cableinet.co.uk/timfollin/.�
Excerpts of our conversation follow.
Tell
me about your work on the Ecco the Dolphin music.
Well,
I'm not sure what to say about it, to be honest!� There's not a lot
to say.� It's a follow-up game to something that was released on,
I think, the Sega Megadrive.� It's sort of an update to that, a new
3D version sort of thing for the Dreamcast.� The producer Dave Nolte
from Sega UK got in touch with me via e-mail probably about 18 months ago;
basically he had heard my music on the C-64 and thought I was the guy for
the job.� He got in touch and asked me if I was free, and I said yes,
that I was free.� I was in a bit of a no-man's land at that point,
between deciding whether to actually get a full-time job or to stay freelance.�
So, it was a bit of a godsend, really.
Do
you know when the expected release date for it is?
The
expected release date was Christmas of last year.� What's happened
since then is that it's just dragged on and on, and now April is the target.�
I think that's as far as it's going to go, so it should be out by late
April.� Not that the music's all written yet. (laughs)
You
have a new home page, called the Burial
Site.�� What would attract someone to check it out?
I'm
not sure what would entice someone to come and visit the Burial
Site.� I'm not sure!� It was just an attempt at doing something
that wasn't completely dull, something with a bit of humor.� I'm not
sure I intended it to turn out as it turned out, to be honest.� I've
got a page dedicated to slagging off my home town, which wasn't really
the intention.
St.
Helens?
St.
Helens, yeah.�
You've
got kind of a sarcastic tribute to that city.
Yeah,
it's a small town, really.� Yeah, St. Helens. (laughs)
It
looks like things are collapsing a bit there.
That's
the impression you get, yeah.� I've sort of chosen those shots, particularly,
to make it look like it's collapsing, to be completely fair.� It's
not that bad.� But it is pretty bad. (laughs)
Does
your sense of humor run in the family?� Do you get it from your parents?
I
don't know, really, where I get it from.� Growing up with my two older
brothers is probably where that comes from.�
You
have two older brothers, Geoff and Mike.� I know that Geoff worked
with you on various Commodore 64 music projects.� And if I'm not mistaken,
Mike is also involved in video games.�
Yeah,
Mike, so far, is still involved in video games.� He's going to be
leaving the industry altogether in a few months.� He's going to become
a vicar.� How about that?� He's making a bit of a departure from
the world of video games.
Maybe
we could talk about your early experiences with music.� Did you have
any formal training when you were a child?
No,
I didn't have any training.� I think the three of us had some piano
lessons.� I think I did about two and got bored.� I went to community
college for a year after I left school, but that turned out to be a waste
of time, to be honest.� Certainly, as far as the education went it
was quite interesting being surrounded by other people doing that.�
With regard to the actual course I was on, that was a bit of a joke, really.
What
course was that?
They
run a few courses.� One was a diploma in light music or jazz, and
another one was just a basic, preliminary course.� I didn't get as
far as the diploma course.� Very few people actually bothered to complete
the courses at the college, but it was an experience.
What
were some types of music that you were listening to?
At
that point, it was probably Genesis and progressive rock.� I think
Mike and Geoff were listening to Rush, and Yes, and Genesis.� I just
grew up listening to what they were listening to, to be honest.� The
house was always full of that stuff, so I kind of got into it probably
by default rather than preference.�
Sure.�
It certainly shows in your music.
Yeah,
unfortunately.
I
would say fortunately.� It kind of stands out, because there are thousands
of other people who have composed music on the SID, but not very many employ
the sort of progressive style as you do.� That's what turned me on
to your SID music at first.� I was like, wow, this really sounds different
from what other people are doing--the odd time structures and whatnot,
which carry over from your influences of progressive music.
Well,
that's a good or a bad thing, depending on your point of view.� Isn't
it, really?
For
me, it's a good thing!
That's
good. (laughs)
What
about the rest of your family?� Your parents--are they also musically
inclined?
Yeah,
I suppose it was quite a musical sort of house.� We had a piano, which
sort of set us apart.� Not many people had pianos where we came from,
so it was a bit of a luxury to have that sort of thing.� My grandmother
had saved up for it at the turn of the century, and then she passed it
on to us, and so we all tinkered around on it.�
During
the holidays, would your parents make you perform for visitors or anything
like that?
Yeah,
to be honest.� I was never particularly able to play the kind of thing
you'd uncles.� Geoff, I think, probably had a wider range of things
that he could play.� Mike never took to the piano, actually; he took
to the guitar, primarily.� I'm not sure when he got an electric guitar.�
It was probably in his teens.� He got pretty good at it.
Let's
talk about the Spectrum, which was the first computer that you began programming
on.� You did some musical pieces for that.� What got you interested
in it?
Programming,
really, more than anything else.� Mike had gotten into the programming
thing and I was just copying that, when I was around 13 or 14 and interested
in seeing what I could do with the Spectrum.� I suppose the music
just sprang out of writing sound routines to make a sort of phasey sound,
and eventually that led to writing 3-channel sound routines.� It was
purely an experiment to begin with.
And
then after the Spectrum you moved on to the Commodore 64.
That
was the result of getting a job.� I'd done some music for Mike's early
games on the Spectrum, and I was offered a job at the same place Mike was
working for at that point.� I was coming to the end of the college
year and was pretty certain I didn't want to carry on with that sort of
thing, and it came out of the blue, really.�
That
was with Insight?
No,
that was with Software Creations in Manchester.
Ok.�
On your home page you mention a company called Insight.
Yeah.�
Now, Insight was the company that Mike worked for.� I think I put
on my home page that I worked for Insight; I didn't really.� I kind
of called in when I wasn't in school and got paid a pittance for doing
the odd tune.� But yeah, Insight was the company that started Mike's
career.� It was a local company.
I
see.� After Software Creations you were employed by Malibu.
Much
later, yeah.� I don't know if Malibu is still alive, actually.�
I'm not sure if the comic line is still going.� That's what it was,
originally--a comic line.� I don't know anything about that scene,
to be honest.� Malibu was kind of an interactive division.� There
was a point in the mid nineties where a lot of companies were starting
interactive divisions, thinking they could make a quick buck and consequently
closing within the year, realizing that you can't just set something up
and hope to produce a quality product.�
It
hasn't really changed.
People
are still doing it?� I thought everyone had learned a lesson and stopped
doing that.�
So
now you're working as a freelance musician.� Do you prefer it this
way to being employed by a company?
Yeah,
I do.� I prefer working at home, mostly.� I need to get out during
the day, go out and meet someone, and break up the day, because you do
start to feel a bit like Jack Nicholson in the Shining. All work and no
play. (laughs)� It's good, apart obviously from the insecurity of
the cash, you know.� It's a big problem.� I have a problem with
doing more than one project at a time; I'm just not made to do that.�
For instance, while I've been doing Ecco, I've done a couple of Game Boy
projects, which were very short and took a week to do, or probably less
than that.� Apart from that, I wouldn't have been able to fit in anything
else.� I've got a bit of a problem, which is that come the end of
Ecco, I'm not sure what I'm going to be doing.� So, if anyone wants
to offer me lots of work...(laughs)
I
certainly wouldn't mind seeing some more interest in the Commodore music
programming.� People seem to be doing that more for fun these days
and not as a career.
Well,
that's it.� It's just the fact that it does take a lot of your time
up and I'm at that point where I can't afford to spend a lot of time which
aren't going to [pay].�
Could
you mention any of your favorite SID tunes you've written?
The
one everyone keeps sending me e-mails about:� Ghouls and Ghosts,
probably because it was the least C-64 sounding project I did, in a way.
A
lot of people talk about the Bionic Commando tunes as well.
Do
they?�
Yeah,
it seems to be very popular.� You actually won an award for that,
right?
I
did at the time, yeah.� I never felt completely happy about that,
though, because a lot of tunes were based on the arcade tunes.� I'd
take the start of a tune and extrapolate it, so the starts were all quite
similar but where they ended up was usually completely different.�
What
do you think about the continuing interest in SID music?� Do you follow
the current scene at all?
I
wasn't aware that there was a scene at all, you know.� I haven't had
an Internet connection for that long and I've not really had any contact
with people from the industry.� It was quite a shock when I hooked
up to the Internet for the first time--probably a year ago, now--and found
all this stuff about the C-64.� Retro pages.� I was quite amazed
at the interest.� I wouldn't have thought it would sustain this long.�
It's amazing, really, that people see it as something they want to write
music for.� I mean, for all that time I was writing music for the
C-64, it was a question of the limitations.� I had to do whatever
I could within those limitations, and the sooner I could progress, the
better.
You
felt the limitations were a bit too limiting.
Well,
yeah.� It's a funny thing, because once you get your head into it,
and this is true whether you're composing or you're listening to it, you
do start to see it in a completely different light than the way you first
approach it.� I'm sure a lot of people are put off by the sound of
the Commodore, like it just sounds like a computer game, you know?�
I think that has a lot to do with the fact unless you're completely OK
with the limitations, you don't know what you're listening to.� I
know that there are a lot of things you can do with the C-64 that I never
did.� I don't think I ever used samples.� You can actually play
samples, can't you, with a SID?� That's something I didn't bother
trying to do, because once I got into it I was quite happy with the limitations
as they stood, just the three channels of sound.� It's a bit like,
I would imagine, writing for a string section or something.� You know
exactly what they can do and what they can't do.� And that's the enjoyment--working
within those sort of limitations.� That's the positive side, as well
as the downside, the flip-side to the same coin.�
Were
you a fan of any particular composers back in the day?� Rob Hubbard,
Maniacs of Noise...?
At
the time, no, to be honest.
You
were just doing your own thing.
I
didn't know anything about the C-64 until the boss at Software Creations
said, "Have a go at this, this is what you're going to be working on."��
I'd never seen one before, at that point.� I think I listened to one
Rob Hubbard tune and thought, well, that's sort of a goal to achieve, technically,
that's what people are doing with it and that's what you can get away with.�
That was sort of the carrot, you know?� I just didn't listen to much
at all; I didn't have the time to listen.� It would have put me off,
I think.� I get quite easily taken in by things like that.� If
I think someone else is doing something that I didn't think of, I'll just
start to get depressed about what I'm doing and try to copy it, which is
the worst thing to do.
Are
there any conditions under which you prefer composing?
Silence.�
That's about it, really.� If it's too nice outside, I just get depressed
and want to go out, so a rainy day is probably the best.�
What
about your current influences?� What are you listening to at the moment
and how would you say they're influencing what you're doing?
I
wouldn't say that anything I'm listening to influencing what I'm doing,
with the exception, perhaps, of John Adams, the American classical composer.�
He's current, still around.� Technically, it's minimalist music, but
it's the only minimalist stuff I've heard which struck a chord with me.�
That's probably the only stuff I can think of that's directly influencing
what I'm doing.� I can't think of anything else that I'm listening
to!� That's the problem--when I'm composing stuff, I can't get into
something properly.� It was the same problem when I did 64 music.�
If I listen to a lot of stuff, I start to lose the grip on what I'm doing
too easily.�
That's
understandable.� What would you say you're trying to achieve when
you create a piece of music?�
Um...the
end? (laughs)� Yeah, the end of the music.� It depends on the
piece, obviously, and whatever it has to achieve.� I just try to get
a concept for what I'm doing first--that's the hardest part--and come up
with something original.� The execution is always the easiest part.�
In
a follow-up e-mail to Tim Follin, I expressed how much I appreciated his
careful consideration of good arrangements in his music.� He replied
that "I probably tear my hair out more over arrangement than over anything
else.� But nobody ever mentions it.� Thank you for noticing!"
Thank you, too,
Tim!
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